Scions of Patria?

D.H.V.

Chieftain
Joined
Feb 1, 2009
Messages
8
Location
Vratza, Bulgaria
Just installed Wild Mana, after playing FFH2 from years. I read all the info about the mod, and nowhere is mentioned anything about Scions of Patria. They are in the game, however - I just thought that by mistake installed Fall Further...:eek:

Are they work the same as in Fall Further? Nowhere can't find info about them (in this mod). In the description, there aren't new civs in Wild Mana, only expanded old ones.
 
forgot to add this to the description

Scions of Patria Module - Civ from Fall Further, with changes
Mazatl Module - Civ from Fall Further, with changes
 
Thanks for adding the Scions, they were a major reason for me finally trying out Wild Mana. After Alcinus has died is there any way to track what civilization he has joined?
 
Thanks for adding the Scions, they were a major reason for me finally trying out Wild Mana. After Alcinus has died is there any way to track what civilization he has joined?

Assuming Sephi didn't change much here, so take it with a grain of salt. ;)

To track him down, you need an upgrade of the 'Martyrs of Patria' unit, the 'Emperor's Dagger'. She is able to cast a spell (for a fee, if I remember correctly) revealing where Alcinus is; When she gets to him, she is able to make him bAlwaysHostile, allowing you to attack/kill him without war. When she kills him, he is guaranteed to return to the Scions.
 
This is not working in my game. The Emperor's Dagger don't have any spell or ability to cast. To the end of the game I didn't find Alcinus (I tried to search him the hard way - just walk and look everywhere... no success.)
 
Yeah, had a search of the forum and didn't turn up anything. I remember someone, maybe cuteunit, saying that they held off getting KotE until after the other 3 Dark Council members are available just because it was impossible to build otherwise.

Am I right in understanding that losing Alcinus means the Scions have no Worldspell because The Breach is only available with Tech: Never?
 
Yeah, had a search of the forum and didn't turn up anything. I remember someone, maybe cuteunit, saying that they held off getting KotE until after the other 3 Dark Council members are available just because it was impossible to build otherwise.

Am I right in understanding that losing Alcinus means the Scions have no Worldspell because The Breach is only available with Tech: Never?

The Breach is meant to be cast by Thelemoch. I'm really not sure what the requirements are though, as I haven't played Scions since it was added. And Sephi seems to have changed some stuff if you can't hunt Alcinus.
 
Should have made myself fully clear there - Worldspell Dark Council is lost if you lose Alcinus and Worldspell The Breach is only available with Tech: Never, leaving you with nothing.
 
it's a bug. Alcinus should never permanently die. I'll see to get it fixed next patch.
 
Do you remember what you changed for the Scions, Stephi? Other than unit stats or other things that can be checked easily in the 'pedia?

Just trying to save myself some time with winmerge looking for the changes before they trip me up in game. :)

I've been taking a break from all-things FFH2 and playing Revolutions mods for the last few months (when I can play at all :(). It's awesome to see a Revolutions-like mechanic in Wildmana. And one so appropriate to FFH2, to boot. A good reason to get back to Erebus.

(I'm looking forward to trying out all the AI work, too.)
 
[to_xp]Gekko;9086027 said:
hey Tarq, nice to see you again :D

:banana: <- Pretend it's a smilie waving hello. And saying "Nice to see you, too." as long as we're already pretending.

Oh, and asking "Is 7.6 out yet?"

Wait, no, there *is* a smilie for that.

:drool:
 
yeah, nice to see you around Tarquelne.

Do you remember what you changed for the Scions, Stephi? Other than unit stats or other things that can be checked easily in the 'pedia?

Just trying to save myself some time with winmerge looking for the changes before they trip me up in game. :)

I've been taking a break from all-things FFH2 and playing Revolutions mods for the last few months (when I can play at all :(). It's awesome to see a Revolutions-like mechanic in Wildmana. And one so appropriate to FFH2, to boot. A good reason to get back to Erebus.

(I'm looking forward to trying out all the AI work, too.)

winmerge won't help you. You find the necessary files in normalmodules\ffhplus\civs\scions, python is in scions.py and in CvFFHplus.py (in contrib folder, just search for scions). I basically merged the Scions 1:1 then removed everything that depended on the FF dll (creepers, citybonuses given by doomsayers), kinda a scions lite version. Alcinus is also changed (still enraged randomly, but won't join other civ) and his keep is different (didn't want to add like 20buildings just for it).

two small changes to the awakened spawning. One more UB adds to the counter (some courthouse or pagan temple can't really remember) and instead of being stopped after X awakened I added a diminishing returns formula (so the % chance drops more and more with higher pop)

unfortunatly the revolutions mechanic currently is only unlocked for house ghallanda. But I hope I can release a beta of 7.6 soon.
 
You find the necessary files in...

Thanks!

I basically merged the Scions 1:1 then removed everything that depended on the FF dll (creepers, citybonuses given by doomsayers), kinda a scions lite version.

Oh - right. I'd originally planned on making a Scions release for basic FFH2, but the civ got sort of locked into FF. (Has anyone seen Vehem and Bill Gates together?) Hmm... I suppose I still could (Scions Lite, as you say) but at this point I imagine almost all who might be interested have already tried WM, FF, or Orbis.

and instead of being stopped after X awakened I added a diminishing returns formula (so the % chance drops more and more with higher pop)

A particularly good change.
 
The (new) FF Scion World Spell "The Breach": I see that the "Sorcery" tech is commented out and "Never" has been added in the WM files...

Is "The Breach" meant to be in WM? Or maybe you haven't gotten around to integrating it? If it's the latter I'm willing to see to it - I think it's much cooler than the Dark Council, if it's either/or.

So far as "haven't got around to": Are there other Scion features from FF you'd like to have in WM but just haven't found to time or inclination to incorporate? I could take a stab at a Not-Quite-as-Lite module.

Though I'm pleasantly surprised by some of the stuff you kept, and how much total. Other than the Breach I'm not sure there are more "missing" features worth the trouble of re-introducing. The only other thing I'd had in mind was some sort of negative effect for living units from the Haunted Lands, and I see you just added something. (Nightmares - nice!)

I think the new Thaumaturge's Keep is cool, btw.

I could also poke around for vestigial code (like the Doomsayer/giver and Polished Diplomat promos) and/or re-write some Scion 'pedia entries. (Though ATM figuring out a culture-influencing spell sounds appealing... or tie into the IDW code! Even better!!! Or maybe I should go have supper...)
 
Back
Top Bottom